// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. See LICENSE in the project root for license information. using System; using UnityEngine; namespace HoloToolkit.Unity { /// <summary> /// Provides interpolation over Quaternion. /// </summary> [Serializable] public class InterpolatedQuaternion : InterpolatedValue<Quaternion> { /// <summary> /// Instantiates the InterpolatedQuaternion with default of Quaternion as initial value and skipping the first update frame. /// </summary> public InterpolatedQuaternion() : this(default(Quaternion)) { } /// <summary> /// Instantiates the InterpolatedQuaternion with a given Quaternion value as initial value and defaulted to skipping the first update frame. /// </summary> /// <param name="initialValue">Initial current value to use.</param> /// <param name="skipFirstUpdateFrame">A flag to skip first update frame after the interpolation target has been set.</param> public InterpolatedQuaternion(Quaternion initialValue, bool skipFirstUpdateFrame = false) : base(initialValue, skipFirstUpdateFrame) { } /// <summary> /// Overrides the method to calculate the current Quaternion interpolation value by using a Quaternion.Lerp function. /// </summary> /// <remarks>This method is public because of a Unity compilation bug when dealing with abstract methods on generics.</remarks> /// <param name="startValue">The Quaternion value that the interpolation started at.</param> /// <param name="targetValue">The target Quaternion value that the interpolation is moving to.</param> /// <param name="curveValue">A curve evaluated interpolation position value. This will be in range of [0, 1]</param> /// <returns>The new calculated Quaternion interpolation value.</returns> public override Quaternion ApplyCurveValue(Quaternion startValue, Quaternion targetValue, float curveValue) { return Quaternion.Slerp(startValue, targetValue, curveValue); } /// <summary> /// Overrides the method to check if two Quaternions are "close enough". /// </summary> /// <remarks>This method is public because of a Unity compilation bug when dealing with abstract methods on generics.</remarks> /// <param name="one">First Quaternion value.</param> /// <param name="other">Second Quaternion value.</param> /// <returns>True if the Quaternions are "close enough".</returns> public override bool DoValuesEqual(Quaternion one, Quaternion other) { return Quaternion.Angle(one, other) < SmallNumber; } } }